-
Notifications
You must be signed in to change notification settings - Fork 23
Use Real Time mod time instead of day/night clock if day/night cycle is disabled #48
Comments
Weirdly, seems the game is set to 12h (look the TLM clock, that's the reference clock for budget), typically this happens when the day/night cycle is disabled. Is this the case in your game? The time from TLM comes from game's clock, not from the RealTime. Generally they are the same, and I thought it wouldn't be allowed. I will check the possibility to allow disabled day/night cycle savegames to set the line budget properly |
Yepp, that was the secret. With enabled day/night cycle the vehicle count is fine. |
Changed to future due this will be actually a new feature, not exactly a bugfix once the feature is working as designed. Will be added an option to select the source from the time: if from day/night cycle (like it's now) or from calendar time. The manual selection will be preferred over an automatic detection because of there are other mods that change the game's time speed making clock run slower, not exclusively the Rush Hour, and detect all them could be too greedy for the target result. This new feature shall be a global setting, saved globally and shared between saves. |
Sounds definitely good. Thank you. |
I guess I will close only after the implementation - just for I know what I have in to-do list |
Hi! I just noticed the vehicle count on every line remain the same regardless the starting hour. For details please check the attached screenshot. Please let me know if you need more information. Thank you.
![tml](https://user-images.githubusercontent.com/80781912/111356949-24255500-8689-11eb-9b72-6e256decfbd2.png)
The text was updated successfully, but these errors were encountered: